Category Archive for 'Texturing'

Before you start rendering stuff out, chances are that you”ll have to texture them. Layers, render-trees, procedurals, camera-projections, you might even find a few presets along the way: our contributors are very generous!

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The middle-aged of you will probably remember those names from the 90s. Phoenix Tools was a plugin company for Softimage 3D, and I was one of the founders. We did good and bad, and we eventually closed down in 2002. Arete had an excellent reputation for their ocean and atmospheric library, called Digital Nature Tools. [...]

The current bump node (formerly known as zbump) became very popular for its simplicity, and for its ability to get procedural textures as inputs. However, it has some limitations, for instance not supporting texture pre-filtering, and the fact that its spacing is expressed in world coordinates instead of uv coordinates like the old node. This [...]

The graphics pipeline from source art to final output is complicated, and requires the artist to work in several different colour spaces along the way. In this article I”ll give a brief overview of colour spaces, and then detail a commonly overlooked area in the texture pipeline where gamma is important.

ABSTRACT This article is intended more as a tutorial rather than technical or idea discussion. In this article I will explore a few texturing techniques to avoid the use of cluster materials. INTRODUCTION Fundamentally, putting materials on clusters seem to be the most logical approach to put different materials on a single mesh. For example, [...]